The effect in context, over the ocean shader and sky.
Portfolio · Game Development · VFX breakdown
Cannon Blast
I took a cannon blast from concept sketch to shipped effect, plus the ocean shader and golden-hour sky the prototype sits on. I drew it first, then built it in Shader Graph so teammates who do not read shader code can still edit it.
The effect in context
The concept came first
The concept the effect was built to match.
The concept came before the graph. Deciding the silhouette, the timing and the colour break on paper meant the shader work was execution rather than exploration.
Building it in Shader Graph
Authoring it in Unity, graph and result in the same frame.
Built
- The cannon blast itself: I built it in Unity with Shader Graph and a particle system to match the drawing, from the muzzle flash through the smoke bloom to the debris.
- The ocean shader the whole scene sits on, with the wave motion, colour depth and shoreline foam.
- The skybox and environment lighting that give the prototype its golden-hour look.
How
- Shader Graph rather than hand-written HLSL here, because the effect needed to stay editable by teammates who do not read shader code.
Scope
A prototype, and only the visuals are mine: the ships, UI, gameplay and camera were placeholders built by others or dropped in to have something to shoot at.